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1 class instead of 3 proposal

aexraelaexrael Member Posts: 0 Arc User
The benefits of 1 class
With 1 class players aren't forced to make a permanent decision at character creation which have a large effect on how their character plays, and ultimately how they perform in ships and other content. It is impossible to make an informed decision at this stage without prior knowledge of the content of the game, especially End Game content and how mechanics, ships, races, traits, abilities and classes all affect the players playstyles and roles possible within the confines of the game.

A more free form system opens up the game for players to customize, experiment, specialize and adopt different playstyles over time as the game ages and changes. It contributes to the longevity of the game, keeping it fresh longer.

It also makes it simpler to add new things to player characters, in the form of new traits, skills, skill points, abilities and more without upsetting any balance inherent in the traditional class structure.
What needs to change

Player Granted Abilities
At present as players level up, they gain access to abilities such as Strike team or Sensor Scan.
The change here is to move those abilities to Kits and Bridge Officers.

Existing Character Space Abilities can be fitted in where appropriate in the existing BOFF space ability system.

Thus

Attack Pattern Alpha
Fire on my Mark
Tactical Initiative
Go Down Fighting
Tactical Fleet

Becomes Tactical Bridge Officer abilities.

Sensor Scan
Subnucleonic Beam
Scattering Field
Photonic Fleet
Science Fleet

Becomes Science Bridge Officer abilities.

Rotate Shield Frequency
EPS Power Transfer
Nadion Inversion
Miracle Worker
Engineering Fleet

Becomes Engineering Bridge Officer abilities.
The Starship and Ground Skill Trees

The Rank - Skill Point allocation Requirements - Categorization and increasing costs are done away with.

Skills are categorized by aesthetics/lore.

This frees players to choose skills which fits their playstyle. They aren't penalized by skill categorization, or locked out of skills which only become available at a certain rank. Everything is available from the beginning.

Players are rewarded 4 "Knowledge Points" per level, for a total of 200 at lvl 50. The underlying experience/skill point gain system tied to leveling can be maintained. It could be renamed to be consistent with end game, and be referred to as gaining Expertise from mission completion and kills, as it is by lvl 50 anyway and to avoid confusion.

There's a total of 396 points possible to allocate in the system, with the possibility for introducing new skills in the future without having to consider strict placement or a need to adhere to any other restrictions.

Without the rank restrictions there is much more room for experimentation early on, and for players to find their preferred role faster.

This means 33 out of 44 skills can have 6 points allocated, or 22 can be maxed with 9 points. This gives adequate room for specializing without making it possible to max everything.

Google Docs Picture, Skill Tree

Gdocs, skill descriptions. Note the descriptions are a quick rewrite to conform to this proposed system.

Captain trained abilities from 3 or 6 point skills are done away with, it's an outdated restrictive system which serves no purpose.
Traits

New characters now only start with the racial trait.
1 New trait slot is gained every 5 levels starting at lvl 5
Aliens starts with none but chooses two traits at level 5.
11 total Traits (Racial + lvl 5,10,15,20,25,30,35,40,45,50)

Existing Class restricted traits are modified to accommodate a more neutral usefulness not tied to a specific ability.

Google Docs Spreadsheet

New traits can be added available for all characters, without affecting any class balance issues or having to adhere to other gameplay restrictions.
Ground Kits

The Quality (Common, Uncommon, Rare, Very Rare, Ultra Rare) of the kit control the effectiveness of slotted abilities and the Tier (1-5) of kit control the amount of abilities they can slot.

Thus a Tier 5 kit can slot 5 abilities.

Google Docs Spreadsheet

This opens the system to adding new kit abilities to the respective categories, or the special category available for all three kits.
It maintains the specialization aspect for players, but keeps the system more open than the current pre-set selection of skills on existing kits.
Post edited by aexrael on

Comments

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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    I havent read everything you wrote, so I cant comment on the details, but I agree with the overall sentiment. Captains are command officers not department heads. It would simplify things dramatically to just give captains an ability ttray and let them slot whatever mix of captain abilities and BOFF abilities they wanted there. Skill points would still define the effectiveness of the chosen abilities, so there would still be some implicit profession leaning, but they would not be strictly roped into a class unlless they chose to spec for it directly.
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    Several years too late for this kind of thread. EVen if enough people actually agree with this, Cryptic would almost definitely never do it.
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    dahminusdahminus Member Posts: 0 Arc User
    edited July 2013
    1 class is brilliant, bridge officers getting the captain abilities...not so much.

    i would say it should be a choose your ability for each rank similar to our boffs


    lt. 5, choose between target optics, tricorder scan or reroute power to shields

    lt. 8, choose between attack pattern alpha, sensor scan, rotate shield frequency

    lt.C.5 choose between fire on my mark(grnd), neural neutralizer, cover shield

    lt.C.8 choose between fire on my mark (space), subnucleonic beam, eps power transfer

    Com.5 choose between tactical initiative(grnd), dampening field, support drone

    Com.8 choose between tactical initiative (space), starship dampening field, nadeon inversion

    Cap. 5. choose between security escort, nanoprobe infestation, orbital strike

    Cap. 8 choose between go down fighting, photonic fleet, miracle worker

    RALH.5 choose between strike team, scientific apitude, engineering profiency

    RAUH.3 choose between tactical fleet, science fleet, engineering fleet

    We can pilot any ship and fly them the way we want, why not have the same liberties with our captain.

    Right now, our captains are top of the class Boffs, make them truely unique as captains
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    Several years too late for this kind of thread. EVen if enough people actually agree with this, Cryptic would almost definitely never do it.

    There is no such thing as too late. Especially given the continuous mudflation from new items, ships and abilities being introduced regularly, on top of an ever increasing focus on DPS being the only meaningful aspect of the game. Something has to be done, and this address the most core aspect of the overarching issues with the game's present state.
    dahminus wrote: »
    1 class is brilliant, bridge officers getting the captain abilities...not so much.

    i would say it should be a choose your ability for each rank similar to our boffs

    My initial writeup had the abilities changed and shifted to a Reputation style setup, but I changed my mind on that, because shifting the abilities to the BOFFs centralizes and simplifies the system. It means all ship abilities are handled by BOFFs, and makes it easier to balance abilities against each other. The Captain is there to give orders and serve as the commanding officer.
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    aexrael wrote: »
    There is no such thing as too late. Especially given the continuous mudflation from new items, ships and abilities being introduced regularly, on top of an ever increasing focus on DPS being the only meaningful aspect of the game. Something has to be done, and this address the most core aspect of the overarching issues with the game's present state.
    .

    A state that is incredibly unlikely to be changed from input from the forums. If they ever change the classes or something to try to balance it out, it is highly unlikely they are going to listen to people on the forums. What makes you think they would use ANY of the stuff that people put up on the forums, not just this, but basically all of the supposed changes people have put up asking for
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    Feedback is important, even if they ignore it
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    A state that is incredibly unlikely to be changed from input from the forums. If they ever change the classes or something to try to balance it out, it is highly unlikely they are going to listen to people on the forums. What makes you think they would use ANY of the stuff that people put up on the forums, not just this, but basically all of the supposed changes people have put up asking for

    I try to avoid being as cynical as that. If there is even a remote chance of Geko listening, it's worth it.
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    Feedback is important, even if they ignore it

    True, It is just annoying that Cryptic/PWE is so ignorant of their own game and what people think of it, that they do not even have a feedback/suggestion box thread here on the forums. Even more annoying when they DO ask for help and then completely ignore it anyway.
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    doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited July 2013
    They don't have a suggestion box because, apparently due to some legal concerns, they are not legally allowed to take suggestions from players. This came up in some other thread ages back, and this is why it is pretty much pointless to try: You can't actually influence the development of the game, it's a closed system.
    [SIGPIC][/SIGPIC]
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    They don't have a suggestion box because, apparently due to some legal concerns, they are not legally allowed to take suggestions from players. This came up in some other thread ages back, and this is why it is pretty much pointless to try: You can't actually influence the development of the game, it's a closed system.

    O.o who's stupid idea was it to do that. What kind of screwed up legal problem does not allow them to listen their Customers.
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    jellico1jellico1 Member Posts: 2,719
    edited July 2013
    Well its clear to anyone who has played the game 6 months to realize cryptic is not capable of balencing the classes

    might as well install a system like this where the players can balence the classes themselves as they create there characters
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
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    ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2013
    aexrael wrote: »
    There is no such thing as too late.

    No, there is in fact such a thing as too late.

    We're not planning on making sweeping changes to game combat or mechanics - such changes would be extremely risky.


    The message?


    Work within the constraints of the current system, outright revamps and sweeping changes will not happen.
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    johnny111971johnny111971 Member Posts: 1,300 Arc User
    edited July 2013
    jellico1 wrote: »
    Well its clear to anyone who has played the game 6 months to realize cryptic is not capable of balencing the classes

    might as well install a system like this where the players can balence the classes themselves as they create there characters

    See, I think this would have the completely opposite effect. I believe it would further unbalance the game.

    Using the list by dashminus

    Lt 8 = APA, Com 8 = SNB as a combo for 1 ship/captain... no thanks. This would give a powerful debuff and alpha strike capability requiring no coordination... Don't think this would help balance at all.

    Star Trek Online, Now with out the Trek....
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    No, there is in fact such a thing as too late.





    The message?


    Work within the constraints of the current system, outright revamps and sweeping changes will not happen.

    The existing system is fundamentally broken. Class structures have universally almost always been problematic, and they are even more so in STO due to the nature of the content players face. It doesn't make sense to work within it's restraints to try and shoehorn in changes which won't have the impact they need to have to change the underlying problems.
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    aexrael wrote: »
    The existing system is fundamentally broken. Class structures have universally almost always been problematic, and they are even more so in STO due to the nature of the content players face. It doesn't make sense to work within it's restraints to try and shoehorn in changes which won't have the impact they need to have to change the underlying problems.

    Not really, the classes are honestly not horribly unbalanced, it is the ships and Boff powers that have an issue. this game has no " fundamentally broken" system. Just tweak the powers and ships here and there can help a lot more than a revamp can and is much more likely to ever happen in the first place.
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    ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2013
    aexrael wrote: »
    The existing system is fundamentally broken. Class structures have universally almost always been problematic, and they are even more so in STO due to the nature of the content players face. It doesn't make sense to work within it's restraints to try and shoehorn in changes which won't have the impact they need to have to change the underlying problems.

    Then I guess you're out of luck then?
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    The further they get from the dungeon-crawler design model the better off we'll all be (and by all I mean Cryptic too)
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    jagdhippiesjagdhippies Member Posts: 676 Arc User
    edited July 2013
    I wish it could be done. I would have the difference between classes in the new trait system so a class change is only a respect away, and crypic sells those tokens, $$$. Hmm I can se it now, my two engineers would become a tac and a sci captain.

    DO IT, DO IT NOW!

    Not holding my breath though
    My carrier is more powerful than your gal-dread
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    Not really, the classes are honestly not horribly unbalanced, it is the ships and Boff powers that have an issue. this game has no " fundamentally broken" system. Just tweak the powers and ships here and there can help a lot more than a revamp can and is much more likely to ever happen in the first place.

    We'll just have to disagree on that, because there is no semblance of balance between the three captain classes at the top end of the scale, and the bottom end of it isn't relevant as a measuring point for balance.
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    zdfx19zdfx19 Member Posts: 0 Arc User
    edited July 2013
    I support the general sentiment expressed by the OP. I had argued about this internally for a long time when considering how the balance and utility between classes is now fundamentally broken in play. I am not sure how they should go about it, but it is a thing that should be done along with a ship rebalance.
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    arcjetarcjet Member Posts: 161 Arc User
    edited July 2013
    The game needs stacking penalties across the board and smaller bonuses.
    That would make it so much easier to balance.
    Right now it's pure min-maxing, with minimum and maximum being worlds apart.

    Apart from that you should always indicate whether you're talking about PvE or PvP.

    In PvE it's common knowledge (hopefully?) that the problem lies in shallow gameplay, making escorts the kings of STFs.
    If you don't need a tank, why bring one? It's similar to the late addon stages in WoW. Everyone has gathered the gear to simply rush through instances and solve every boss fight with a damage race.

    The same in STO. More damage -> faster STF completion. If you get destroyed, who cares? There's that handy respawn. Just wait a moment and you're back in business. No need for tanks or healers.
    By the way this might be a reason why people dislike ground STFs. Closed room, you die, you respawn, you're out of the fight. A challenge?! Oh noes!

    Regarding PvP, I don't know. Overall it's a bit fast paced. Maybe too fast. Twitch gameplay isn't for everyone. And after all it's Star Trek, not a generic shooter. It also feels a bit strange that escorts, unless disabled, 'tank' as good as or even better than ships which are supposed to absorb damage, simply by avoiding it. But that's only an extreme. Like I said, a huge min-maxing park.
    Not every player likes to be a spreadsheet-warrior. But that's pretty much mandatory in STO PvP.
    It should be more about teamwork and tactics then finding the invincible build. I know it mostly comes down to teamwork when the top teams clash, but that's a very narrow scope of where PvP in STO 'works'.

    -edit-
    Seriously? Other game titles (world of warstuff) are censored? Wtf?! It's an MMO alright, but not even the same genre.. just oh - my - god.
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    wast33wast33 Member Posts: 1,855 Arc User
    edited July 2013
    so op.... plz correct me if i'm wrong, but: u want everyone to be able to carry apa and subnuc f.e?
    if so: no, just no.

    indeed i'm fine with the actual system. the tracking of performance though is another point. it shouldn't be mostly only about dps...
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    wast33 wrote: »
    so op.... plz correct me if i'm wrong, but: u want everyone to be able to carry apa and subnuc f.e?
    you forgot the eng super-ability ... which is ... uh ... there's not one?

    either everybody should have apa/sn or nobody should have them. My preference is the latter

    you'll see the same reaction with orbital strike, either everybody gets it or nobody does
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    mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    you forgot the eng super-ability ... which is ... uh ... there's not one?

    either everybody should have apa/sn or nobody should have them. My preference is the latter

    you'll see the same reaction with orbital strike, either everybody gets it or nobody does

    Have to disagree with you, Miracle worker is awesome and is IMO more powerful then APA, you cannot win if your dead. EPS power transfer is great to, and is a very helpful ability, i can keep 3 of my 4 powers maxed out with it and aux is near maxed.
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    abyssinainabyssinain Member Posts: 98 Arc User
    edited July 2013
    This is bad for only one reason.

    Subnuc in the hands of EVERYONE is a really REALLY bad idea.
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    You could always balance those powers once they have been streamlined and are available on bridge officers instead of captains, which would be considerably easier once they don't have to measure up against other classes' abilities.
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